> you just call the right Unity of Vulcan API and voila, effect you were looking for on your scene appears.
Nitpick:
Vulkan (with a K) is a low-level graphics API, operating on a level that's comparable to OpenGL or DirectX, or perhaps even a bit lower. It's not going to implement any kind of interesting, nontrivial graphical effects for you -- doing that is going to take work, just like it would with older graphics APIs.
With a higher-level framework like Unity, on the other hand... that's a fair comment.
In fact, when you look at the progression from OpenGL 1.1 to 3.0 Core to Vulkan (and the parallel evolution of Direct3D), you'll see that with every step along the way, the APIs became more and more flexible by providing less and less convenience. Just look at the code it takes to render one triangle using each one of these APIs. The difference is that by the time you manage to render a triangle using Vulkan, you're also mostly set up to do very advanced rendering tricks that would be plain impossible with OpenGL 1.1 and would require some contortions to get working on OpenGL 3.0.
Nitpick:
Vulkan (with a K) is a low-level graphics API, operating on a level that's comparable to OpenGL or DirectX, or perhaps even a bit lower. It's not going to implement any kind of interesting, nontrivial graphical effects for you -- doing that is going to take work, just like it would with older graphics APIs.
With a higher-level framework like Unity, on the other hand... that's a fair comment.